Fool's Errand Round 1 Entry - DocSER's "Village Sprawl"
Fool’s Errand Round 1– DocSER entry “Village Sprawl” an adventure for characters level 1-4.
Party suggestions: This adventure requires a broad range of character skills. The normal assortment of problem solving, stealth, and combat skills will be plenty to see the group through the adventure. The nature of the adventure advantages parties with a ranger or a druid, but these classes are not necessary for the party.
This scenario does not include specific stats of DC for checks so that the DM can adjust to the appropriate level. The nature of the encounters still limits the scenario to a low level party.
Ingredients (all used including the optional one):
Heightened Spell - optional
Solitude
Advanced Wolves
Spade
Boots
Dwarven Battleaxe
Leomund’s Trap
Background:
About 100 years ago, the hamlet of Reinspreig began experiencing problems with a local wolf pack. Reinspreig’s steady expansion into the fertile lands south of the Morgenstern Mountains began encroaching on the wolf packs ancestral hunting ground. Townsfolk began to kill wolves at every opportunity as wolves started to prey on the stock of the townsfolk’s ranches.
An aging druid from Reinspreig, Hammond, took it upon himself to resolve the situation. Hammond felt that the townsfolk could not be taught to respect the wolves so the wolves must be lead away for their own protection. Because his plan required the cooperation of the wolves, Hammond cast a *heightened* animal friendship spell to convince the leader of the wolfpack to follow him to a glen higher in the mountains where the wolves could live in peace. Disgusted by the expansionism and intolerance exhibited by the people of Reinspreig, Hammond elected to stay with the wolf pack as their protector in the hidden glen until he died of old age.
Decades of *solitude* and isolation from other packs have *advanced* the wolf pack. They are now larger and stronger but generally peaceful following the care of Hammond. Deep in their species memory, they harbor a fear of humans but with the understanding that some humans, like their beloved Hammond, are caring and trustworthy creatures. They have long lived at peace within the relatively isolated glen feeding on a large population of mountain goats – conserving their resources as Hammond taught them.
Recently, a goblin tribe moved in to the mountain area. Their reconnaissance spotted the mountain glen populated by the exceptionally large wolves. The tribe chief hired a half-orc mercenary huntsman, Treak Dwarfsplitter, to capture some of the wolves to serve as mounts (once they are broken in). With the mounts, the goblin tribe expects to be able to expand its area of influence.
The incursion of the huntsman (and the first few missing wolf pups) angers the wolf pack. The wolves assume that the human tribe must be hunting them again and retaliate by attacking the outskirts of the human tribe.
Character Hooks: There are three potential hooks for this short scenario. The “best” hook will depend on how you want to integrate the scenario in to your campaign. Suggestions for when each hook is most appropriate are included in each hook description.
Hook 1: Contact from Hammond.
This hook is designed for a party containing a druid, ranger, or any character (possibly an elf) whom one might assume is a “friend of the wood”.
The problem the wolf pack faces has distressed Hammond, whose remains were never properly buried in his order’s tradition. His restless but heretofore content spirit seeks assistance for his adopted family. He contacts any people that he guesses might be sympathetic to his cause of protecting the wolves. He will NOT contact any ancestor of the villagers of Reinspreig whom he considers potential hunters of his wolf pack. Any out-of-towners passing through the area are likely targets – especially rangers or druids.
Hammond makes contact during the target’s sleep. The target of the admonition wakes with a vague recollection of being visited by an old human in ruddy red robes and a gnarly wooden staff. The recipient only remembers the vague admonition, “please save my children. Their bays pain me.” Finally, the recipient recalls a verdant glen surrounded by the characteristic local peak of the Morgenstern Mountains.
Hook 2: Wolf attack
A more tradition (and more general) hook involves the retaliatory strike the wolf pack carried out against Reinspreig. The players could be passing through town and hear of the wolf attack. Alternatively, a heady group of aspiring adventures may here about the troubles in Reinspreig and accept a ducal commission of 100gp to end the wolf attacks.
Any questioning of the people of Reinspreig would turn up that the wolf attack was on the outlying sheep farm owned by Sinclair. Once the party reaches Sinclair’s farm, they can move on to encounter 1B.
Hook 3: Goblin expansion
If the party has had dealing with a goblin tribe, they may have found evidence (in a note or something like it) indicating that the tribe had discovered a powerful new source of wolf mounts outside of Reinspreig. The party may then follow the lead to Reinspreig to prevent the goblin tribe from gaining this potentially potent advantage in their battles against the locals.
Any questioning of the people of Reinspreig would turn up that the wolf attack was on the outlying sheep farm owned by Sinclair. Once the party reaches Sinclair’s farm, they can move on to encounter 1B.
Encounters:
1A: Research on Hammond
The party can investigate the vision of Hammond in any number of ways. Asking about red robes will result in suggestions that the party visit the grove of Ehlonna. The priestesses and druids of Ehlonna are known locally for their red robes. Questions of the people at the grove will raise some concern. The local priestesses and druids take dream messages very seriously as it is an important part of their worship services. Spirits of the forest are supposed to contact the priestesses and druids devoted to the grove on behalf of Ehlonna. The priestesses will help the party piece together the mystery. The priestesses are not certain who it could be that is asking for help. Given the mention of “baying”, the priests suggest that it could be related to the recent wolf attacks. They can direct the party to the Sinclair farm.
The priestesses are also interested in the glen that the recipient recalled. They do not know of any such glen but think that it might be worth the effort to look at the local maps held at city hall. One of the maps might include information on a relatively inaccessible glen in the mountains.
Finally, the priestesses mention that the visit by a human suggests that the human’s spirit is not at rest. It would be important to locate this person’s remains and bury them properly. This requires the use of a ceremonial *spade* the order holds as sacred to pierce the earth and inter the bones and staff of the priestesses or druid. The priestesses are only willing to provide the ceremonial spade to a party after the party is able to credibly establish their good intentions and the location of the remains of the troubled spirit.
If the party elects to go to city hall to look at maps instead of to the Sinclair farm, they are greeted rather coldly by the attendants. The attendant that keeps maps at city hall is concerned about the local wolf attacks. He feels that everyone should be mustering to hunt down the wolves. If the players convince the attendant that looking at the maps may help them stop the wolf attacks (which they only could if they sensed a connection between the dream message and the wolf pack), the attendant will help them energetically. After appropriate research (and a series of appropriate intelligence, lore, or cartography checks) the players see a reference on a century old map of the area surrounding Reinspreig. The map suggests that there is a treacherously narrow path that leads to a small glen in the mountains. This glen is directly north of what is now the Sinclair ranch. The players can either elect to investigate the ranch (and go to 1B) or go directly to the mountain pass to the glen (2).
1B: Investigating the wolf attack
Upon reaching the Sinclair ranch, it is clear that the wolf attack has generated a lot of attention. Just the previous day, the Sinclair’s youngest son was killed by a pack of wolves. People from surrounding farms have gathered at the Sinclair ranch and a loud argument is proceeding. Sinclair and some of other farmers want to form a militia to hunt and kill all of the wolves. Others suggest caution and want to wait for professional help to hunt the wolves (from the local duke). A very small minority – consisting largely of the followers of Ehlonna – suggest seeking a peaceful resolution by reaching a modus vivendi with the wolf pack. As the party arrives, the group calling for a militia is gaining the upper hand.
This is an opportunity for the party to role-play a large argument. None of the positions are unreasonable. The party will need to find its own answer to the dilemma which can include anything from joining a militia group, to serving as professional hunters, to serving as investigators for the supporters of Ehlonna. Any group is likely to encounter splits within it on how to respond to the situation.
Any resolution will call for investigation of the scene of the attack. Investigation (and appropriate search checks) can reveal the following. I suggest you dispense information appropriate to the nature of the search strategies of the party.
The players may note:
A. The direction from which the wolves came (require a low tracking check or a decent wilderness lore check).
B. The large size of the wolf prints (trackers will notice this immediately – it is obvious – searchers who ask about the tracks can find it with a moderate search check)
C. The wolves passed up a flock of sheep to attack the child (this information requires actually looking around at the arrangement of the ranch and talking to Sinclair about the location of his herd for the day – understanding that this is aberrant behavior require a wilderness lore check).
Given this information, the players can proceed to 2 where they have to navigate the narrow pass to find the hidden glade.
2: Climbing to the mountain pass
This encounter is a skill and planning based encounter. Using the basic rules of mountain climbing, the party needs to navigate through a relatively treacherous pass. Climb checks and reward (and punishment) for poor planning are appropriate. It is also appropriate to have the party face cold weather conditions which will complicate their passage.
3: Exploring the mountain pass
Upon traversing the mountain pass, the party makes it to the glade. Here the investigation must continue. Players looking for who inhabits the glade will find three sets of prints. Most commonly, the party will notice the tracks of mountain goats and other local fauna which prosper in this glade protected from human poaching. Next, the players will easily find the large wolf tracks. Surprisingly, the party will find recent tracks of human sized *boots*.
If the players follow the boot tracks, they will eventually come across a small camp of goblins lead by a half-orc hunter. Treak Dwarfsplitter, the half-oak huntsmen has made camp in this area where he periodically captures wolf pups and sends them back to the goblin tribe in mountain caves. Treak is a fearsome huntsmen (Male Half-orc Ranger level 3) who is annoyed with the inept assistance of the goblin tribesman sent to assist him. He wields a *dwarven battle axe* won in his many battles against dwarven tribe far to the North. His axe is part of the image he uses to sell his mercenary skills to goblin tribes. To a goblin, any large fighter who has slain a dwarf to take his waraxe must be a great warrior and hunter. The party can confront him and the goblins directly or they can sneak in to the camp and free three advanced wolf cubs that Treak has just captured.
Inside the main tent, the party can find a chest in which Treak keeps his most important items. This chest is trapped with *Leomund’s Trap*. Treak does not trust mechanical traps that can break down in the harsh environments he travels in. He prefers the permanent deterrent of this spell – so he hired a spellcaster to arm his chest with it. The chest contains Treak’s commission to capture wolves, correspondence with the tribal leader about the wolves, and a valuable map of local goblin tribes.
If the party instead follows the wolf track, they will eventually reach a clearing that the wolves use as a home. The advanced wolves are relatively intelligent for their species and will set up an ambush for a careless party. The wolves will ruthlessly attack any party unless the party provides some reason for the wolves to trust them. There are two main strategies available to the party. They can wear the familiar red robes that the wolves associate with Hammond. They will trust a person who wears the robes (unless they take some aggressive action or are associated with another person who takes aggressive action). The players can also earn the trust of the tribe by returning the recently kidnapped wolf cubs. In either case, the players will have won a valuable ally in a future assault on Treak and the goblin camp.
After having resolved the wolf encounter (peacefully or not), the party will find a pile of long decaying human remains surrounding an eroded red robe and a wooden staff. These are clearly the remains of Hammond. If the party is able to get the ceremonial spade from the priestesses, they can put Hammond’s spirit to rest. Even if the first hook was not used, discussing the remains with the priestesses (including the robes and the staff) will reveal the need to bury Hammond properly.
There are many ways for the party to end the wolf attacks. The party can eliminate Treak and appease the wolves. The wolves will no longer seek vengeance against Reinspreig if their captured cubs are returned (and Treak is eliminated). Less peacefully, the wolves will not attack Reinspreig anymore if they are all killed off (though it is best for this to be difficult so that players will consider alternative strategies). The party should also be rewarded for laying Hammond’s spirit to rest.
This scenario can serve as the basis for other adventures against the local goblin tribes. Treak’s map can help the local Duke to prevent goblin raids on commerce and small villages. Eventually the party may be involved in the final assault on the goblin king. The players may also have gained powerful allies in the form of the wolves (potential animal companions for druids) and the worshippers of Ehlonna.
That was tough. Good luck everyeone.
DocSER
Fool’s Errand Round 1– DocSER entry “Village Sprawl” an adventure for characters level 1-4.
Party suggestions: This adventure requires a broad range of character skills. The normal assortment of problem solving, stealth, and combat skills will be plenty to see the group through the adventure. The nature of the adventure advantages parties with a ranger or a druid, but these classes are not necessary for the party.
This scenario does not include specific stats of DC for checks so that the DM can adjust to the appropriate level. The nature of the encounters still limits the scenario to a low level party.
Ingredients (all used including the optional one):
Heightened Spell - optional
Solitude
Advanced Wolves
Spade
Boots
Dwarven Battleaxe
Leomund’s Trap
Background:
About 100 years ago, the hamlet of Reinspreig began experiencing problems with a local wolf pack. Reinspreig’s steady expansion into the fertile lands south of the Morgenstern Mountains began encroaching on the wolf packs ancestral hunting ground. Townsfolk began to kill wolves at every opportunity as wolves started to prey on the stock of the townsfolk’s ranches.
An aging druid from Reinspreig, Hammond, took it upon himself to resolve the situation. Hammond felt that the townsfolk could not be taught to respect the wolves so the wolves must be lead away for their own protection. Because his plan required the cooperation of the wolves, Hammond cast a *heightened* animal friendship spell to convince the leader of the wolfpack to follow him to a glen higher in the mountains where the wolves could live in peace. Disgusted by the expansionism and intolerance exhibited by the people of Reinspreig, Hammond elected to stay with the wolf pack as their protector in the hidden glen until he died of old age.
Decades of *solitude* and isolation from other packs have *advanced* the wolf pack. They are now larger and stronger but generally peaceful following the care of Hammond. Deep in their species memory, they harbor a fear of humans but with the understanding that some humans, like their beloved Hammond, are caring and trustworthy creatures. They have long lived at peace within the relatively isolated glen feeding on a large population of mountain goats – conserving their resources as Hammond taught them.
Recently, a goblin tribe moved in to the mountain area. Their reconnaissance spotted the mountain glen populated by the exceptionally large wolves. The tribe chief hired a half-orc mercenary huntsman, Treak Dwarfsplitter, to capture some of the wolves to serve as mounts (once they are broken in). With the mounts, the goblin tribe expects to be able to expand its area of influence.
The incursion of the huntsman (and the first few missing wolf pups) angers the wolf pack. The wolves assume that the human tribe must be hunting them again and retaliate by attacking the outskirts of the human tribe.
Character Hooks: There are three potential hooks for this short scenario. The “best” hook will depend on how you want to integrate the scenario in to your campaign. Suggestions for when each hook is most appropriate are included in each hook description.
Hook 1: Contact from Hammond.
This hook is designed for a party containing a druid, ranger, or any character (possibly an elf) whom one might assume is a “friend of the wood”.
The problem the wolf pack faces has distressed Hammond, whose remains were never properly buried in his order’s tradition. His restless but heretofore content spirit seeks assistance for his adopted family. He contacts any people that he guesses might be sympathetic to his cause of protecting the wolves. He will NOT contact any ancestor of the villagers of Reinspreig whom he considers potential hunters of his wolf pack. Any out-of-towners passing through the area are likely targets – especially rangers or druids.
Hammond makes contact during the target’s sleep. The target of the admonition wakes with a vague recollection of being visited by an old human in ruddy red robes and a gnarly wooden staff. The recipient only remembers the vague admonition, “please save my children. Their bays pain me.” Finally, the recipient recalls a verdant glen surrounded by the characteristic local peak of the Morgenstern Mountains.
Hook 2: Wolf attack
A more tradition (and more general) hook involves the retaliatory strike the wolf pack carried out against Reinspreig. The players could be passing through town and hear of the wolf attack. Alternatively, a heady group of aspiring adventures may here about the troubles in Reinspreig and accept a ducal commission of 100gp to end the wolf attacks.
Any questioning of the people of Reinspreig would turn up that the wolf attack was on the outlying sheep farm owned by Sinclair. Once the party reaches Sinclair’s farm, they can move on to encounter 1B.
Hook 3: Goblin expansion
If the party has had dealing with a goblin tribe, they may have found evidence (in a note or something like it) indicating that the tribe had discovered a powerful new source of wolf mounts outside of Reinspreig. The party may then follow the lead to Reinspreig to prevent the goblin tribe from gaining this potentially potent advantage in their battles against the locals.
Any questioning of the people of Reinspreig would turn up that the wolf attack was on the outlying sheep farm owned by Sinclair. Once the party reaches Sinclair’s farm, they can move on to encounter 1B.
Encounters:
1A: Research on Hammond
The party can investigate the vision of Hammond in any number of ways. Asking about red robes will result in suggestions that the party visit the grove of Ehlonna. The priestesses and druids of Ehlonna are known locally for their red robes. Questions of the people at the grove will raise some concern. The local priestesses and druids take dream messages very seriously as it is an important part of their worship services. Spirits of the forest are supposed to contact the priestesses and druids devoted to the grove on behalf of Ehlonna. The priestesses will help the party piece together the mystery. The priestesses are not certain who it could be that is asking for help. Given the mention of “baying”, the priests suggest that it could be related to the recent wolf attacks. They can direct the party to the Sinclair farm.
The priestesses are also interested in the glen that the recipient recalled. They do not know of any such glen but think that it might be worth the effort to look at the local maps held at city hall. One of the maps might include information on a relatively inaccessible glen in the mountains.
Finally, the priestesses mention that the visit by a human suggests that the human’s spirit is not at rest. It would be important to locate this person’s remains and bury them properly. This requires the use of a ceremonial *spade* the order holds as sacred to pierce the earth and inter the bones and staff of the priestesses or druid. The priestesses are only willing to provide the ceremonial spade to a party after the party is able to credibly establish their good intentions and the location of the remains of the troubled spirit.
If the party elects to go to city hall to look at maps instead of to the Sinclair farm, they are greeted rather coldly by the attendants. The attendant that keeps maps at city hall is concerned about the local wolf attacks. He feels that everyone should be mustering to hunt down the wolves. If the players convince the attendant that looking at the maps may help them stop the wolf attacks (which they only could if they sensed a connection between the dream message and the wolf pack), the attendant will help them energetically. After appropriate research (and a series of appropriate intelligence, lore, or cartography checks) the players see a reference on a century old map of the area surrounding Reinspreig. The map suggests that there is a treacherously narrow path that leads to a small glen in the mountains. This glen is directly north of what is now the Sinclair ranch. The players can either elect to investigate the ranch (and go to 1B) or go directly to the mountain pass to the glen (2).
1B: Investigating the wolf attack
Upon reaching the Sinclair ranch, it is clear that the wolf attack has generated a lot of attention. Just the previous day, the Sinclair’s youngest son was killed by a pack of wolves. People from surrounding farms have gathered at the Sinclair ranch and a loud argument is proceeding. Sinclair and some of other farmers want to form a militia to hunt and kill all of the wolves. Others suggest caution and want to wait for professional help to hunt the wolves (from the local duke). A very small minority – consisting largely of the followers of Ehlonna – suggest seeking a peaceful resolution by reaching a modus vivendi with the wolf pack. As the party arrives, the group calling for a militia is gaining the upper hand.
This is an opportunity for the party to role-play a large argument. None of the positions are unreasonable. The party will need to find its own answer to the dilemma which can include anything from joining a militia group, to serving as professional hunters, to serving as investigators for the supporters of Ehlonna. Any group is likely to encounter splits within it on how to respond to the situation.
Any resolution will call for investigation of the scene of the attack. Investigation (and appropriate search checks) can reveal the following. I suggest you dispense information appropriate to the nature of the search strategies of the party.
The players may note:
A. The direction from which the wolves came (require a low tracking check or a decent wilderness lore check).
B. The large size of the wolf prints (trackers will notice this immediately – it is obvious – searchers who ask about the tracks can find it with a moderate search check)
C. The wolves passed up a flock of sheep to attack the child (this information requires actually looking around at the arrangement of the ranch and talking to Sinclair about the location of his herd for the day – understanding that this is aberrant behavior require a wilderness lore check).
Given this information, the players can proceed to 2 where they have to navigate the narrow pass to find the hidden glade.
2: Climbing to the mountain pass
This encounter is a skill and planning based encounter. Using the basic rules of mountain climbing, the party needs to navigate through a relatively treacherous pass. Climb checks and reward (and punishment) for poor planning are appropriate. It is also appropriate to have the party face cold weather conditions which will complicate their passage.
3: Exploring the mountain pass
Upon traversing the mountain pass, the party makes it to the glade. Here the investigation must continue. Players looking for who inhabits the glade will find three sets of prints. Most commonly, the party will notice the tracks of mountain goats and other local fauna which prosper in this glade protected from human poaching. Next, the players will easily find the large wolf tracks. Surprisingly, the party will find recent tracks of human sized *boots*.
If the players follow the boot tracks, they will eventually come across a small camp of goblins lead by a half-orc hunter. Treak Dwarfsplitter, the half-oak huntsmen has made camp in this area where he periodically captures wolf pups and sends them back to the goblin tribe in mountain caves. Treak is a fearsome huntsmen (Male Half-orc Ranger level 3) who is annoyed with the inept assistance of the goblin tribesman sent to assist him. He wields a *dwarven battle axe* won in his many battles against dwarven tribe far to the North. His axe is part of the image he uses to sell his mercenary skills to goblin tribes. To a goblin, any large fighter who has slain a dwarf to take his waraxe must be a great warrior and hunter. The party can confront him and the goblins directly or they can sneak in to the camp and free three advanced wolf cubs that Treak has just captured.
Inside the main tent, the party can find a chest in which Treak keeps his most important items. This chest is trapped with *Leomund’s Trap*. Treak does not trust mechanical traps that can break down in the harsh environments he travels in. He prefers the permanent deterrent of this spell – so he hired a spellcaster to arm his chest with it. The chest contains Treak’s commission to capture wolves, correspondence with the tribal leader about the wolves, and a valuable map of local goblin tribes.
If the party instead follows the wolf track, they will eventually reach a clearing that the wolves use as a home. The advanced wolves are relatively intelligent for their species and will set up an ambush for a careless party. The wolves will ruthlessly attack any party unless the party provides some reason for the wolves to trust them. There are two main strategies available to the party. They can wear the familiar red robes that the wolves associate with Hammond. They will trust a person who wears the robes (unless they take some aggressive action or are associated with another person who takes aggressive action). The players can also earn the trust of the tribe by returning the recently kidnapped wolf cubs. In either case, the players will have won a valuable ally in a future assault on Treak and the goblin camp.
After having resolved the wolf encounter (peacefully or not), the party will find a pile of long decaying human remains surrounding an eroded red robe and a wooden staff. These are clearly the remains of Hammond. If the party is able to get the ceremonial spade from the priestesses, they can put Hammond’s spirit to rest. Even if the first hook was not used, discussing the remains with the priestesses (including the robes and the staff) will reveal the need to bury Hammond properly.
There are many ways for the party to end the wolf attacks. The party can eliminate Treak and appease the wolves. The wolves will no longer seek vengeance against Reinspreig if their captured cubs are returned (and Treak is eliminated). Less peacefully, the wolves will not attack Reinspreig anymore if they are all killed off (though it is best for this to be difficult so that players will consider alternative strategies). The party should also be rewarded for laying Hammond’s spirit to rest.
This scenario can serve as the basis for other adventures against the local goblin tribes. Treak’s map can help the local Duke to prevent goblin raids on commerce and small villages. Eventually the party may be involved in the final assault on the goblin king. The players may also have gained powerful allies in the form of the wolves (potential animal companions for druids) and the worshippers of Ehlonna.
That was tough. Good luck everyeone.
DocSER